My 10 suggestions for a better Path of Exile

1. Einhar in normal maps

Beasts take time to get captured by Einhar, wasting time, and many builds cannot leech from animals who are netted by Einhar, many builds like Flicker Strike get stuck on these beasts. The net effect needs to be instant for this content to feel good, and we need a proper filtering system, such as "never capture these beasts" so we wouldn't waste time orbing them and deleting them from the menagerie.

2. Heist Blueprint management

Most people don't care who they assign to blueprints, they just want to run blueprints. A button such as "auto-assign" would be a great quality of life.

3. Stat Stackers

Endgame of PoE has become stat stacking, dex stacking is mostly fine, while strength stacking is a bit problematic, but nothing is more oppressive than int stacking. Not only does int give insane amount of damage, it also provides percentile energy shield to the character. Energy shield leech is possible in poe1, and having 20.000 energy shield is simply silly. Not only that, but an implicit modifier on a body armor can give you 20% less damage taken based on your intelligence, which is basically another fortify effect. Either stat stacking, or things that provide other things based on stats, or the stats itself need to be nerfed.

4. Heist quest contracts

These quest contracts are outdated and nobody is doing them anymore, and seeing them in maps and not being able to filter them out is very annoying, they also have a larger hitbox. Either enabling players to filter them out, or better, making the quest contracts given whenever the first quest contract is given would solve the problem, so the people who want to do the quest chain can just do it without going into maps. In fairness, removing them completely would be my choice here.

5. Tinctures

I think the whole concept is just bad. I think tinctures should've stayed as they are, just something you enable once and it's always on. Granting a character +100% elemental penetration by just one tincture is just silly. Also, if a game master checked tincture-users (and especially Wardens) for script usage, most of those people would get banned, even some streamers got caught using scripts to use tinctures and nothing happened to them, because the existence of tinctures invite script usage.

6. Synthesised item drop sources

It feels like good synthesised items drop from everywhere except synthesised maps. Here's my suggestion: Distant Reality map enemies should regularly drop single implicit synthesised items, Distant Reality bosses should drop at least one double implicit synthesised item, Cortex enemies should be able to drop double synthesised items, and Cortex boss should drop at least one three implicit synthesised item, and Uber Cortex would be able to drop the high ilvl three implicit synthesised items. This will make synthesised items to be farmable from synthesised maps, which makes a lot of sense, and this would make these items more available, providing more build variety.

7. Forbidden Shako

This item needs a line such as "Skills on this item can be rolled with a chaos orb" or something similar, to make this item viable for builds again. Only two support gems are good for it anyway, making vast majority of these helmets unusable by anyone.

8. Pinnacle Boss drop tables

In my humble opinion, build-enabling uniques dropping from pinnacle bosses and especially uber pinnacle bosses is a good idea. However, these items need to be either build-enabling, or extremely powerful. A rare item that someone crafted with a couple of essences should not deal more damage than a pinnacle boss weapon, or provide more defences than a pinnacle boss armour is just bad design, if those pinnacle boss uniques are not build enabling. Thus, either lowering the rarity of weapons such as Starforge, or buffing them enough that making endgame builds with them to be much powerful than builds with crafted rare items would be my idea.

9. T17 maps and their purpose

These were supposed to be the middle difficulty between pinnacle bosses and their uber variants. Now, they are just the best maps to map in, and only with certain builds, as not all builds are T17 viable. Since now we have T16.5 maps with Originator influence, I suggest T17 maps to be reduced to boss-only maps that drop the boss unique and the uber pinnacle boss fragments.

10. Oni-Goroshi

The way to obtain this weapon is extremely outdated, either allow us the chance to get this weapon with a minimum level 2 character (thus it never drops if you are just doing the campaign) or make a new unique map that has an uber Hillock that drops this weapon. Putting a "secret" lever that can be activated in the shore to make the boss uber-version for a level 1 character for an epic fight with a great reward would also work.

Thank you for reading.
Last bumped on Feb 13, 2026, 7:39:53 AM
pretty much hard agree on everything (even if I consider Oni Goroshi a minor spec on the map of issues)

The stat stacking is a horrible problem right now. To the point that if you participate and (ab)use it - you play COMPLETELY different game in terms of difficulty

i bet most players asking for 'more juice' play one of the stacking archetypes. because otherwise it is pretty much impossible to trivialise the game to the point they claim they reached. no matter how many mirrors you put on a character using phys attack damage - it will NEVER, no matter the budget - reach what INT stackers (and in keepers - INT/ACC stackers) characters can do. it is simply not possible

game does not need more juice - it needs AGGRESSIVE nerfs to top end. characters with 5000 INT should not be possible, not when INT gives everything, and there are convenient masteries for every problem imaginable. it is bonkers that each patch this archetype gets new tools.

one of the biggest mistakes was introduction of misted items the same patch where new Heist jewelry was introduced. Sorry but - regardless of the price - INT stacking Simplex is so obscene it should never be possible. there is no comparable item for other archetypes, it is simply bad, bad design.



my 11th plea is:
Incubators. the ilvl requirements have to go. Wombgifts - same story. make them drop in 3-4 tiers and call it a day. the difference between ilvl82, 83 and 84 exists but is in fact practically irrelevant. right now incubators are extremely unfun to manage, require lots of busywork selling and because of that - you filter 90% of them just to not go crazy wondering what is the actual difference between Skittering ilvl82 and ilvl83


and 12th:

Do not kill side-contents with things like 'sulphite drops azurite'. Rogue markers you get from maps - not from doing contracts. Offering to the Goddes - from Tujen or any other side content. Atziri fragments - Blight. etc etc.
Some form of cross-content is fine, but right now it reached too far - everything drops everywhere and the content identity is pretty much lost.

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